Block.cpp 8.3 KB

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  1. #include "Block.h"
  2. #include <Shader.h>
  3. #include <Textur.h>
  4. #include "CustomDX11API.h"
  5. #include "Globals.h"
  6. Block::Block(const BlockType* zType,
  7. Framework::Vec3<int> pos,
  8. Model3DData* model,
  9. Model3DTextur* texture,
  10. int maxHP,
  11. bool transparent,
  12. bool needRequestModelInfo)
  13. : Model3D(),
  14. zType(zType),
  15. location(pos),
  16. maxHP((float)maxHP),
  17. needRequestModelInfo(needRequestModelInfo)
  18. {
  19. hp = (float)maxHP;
  20. memset(sideVisible, 0, 6);
  21. Model3D::setAlpha(transparent);
  22. Model3D::setPosition(
  23. (Framework::Vec3<float>)pos + Framework::Vec3<float>{0.5f, 0.5f, 0.5f});
  24. setModelDaten(model);
  25. setModelTextur(texture);
  26. breakTextur
  27. = uiFactory.initParam.bildschirm->zGraphicsApi()->createOrGetTextur(
  28. "blocks.ltdb/crack.png", 0);
  29. memset(lightData, 0, 6 * 6);
  30. }
  31. Block::~Block()
  32. {
  33. breakTextur->release();
  34. }
  35. void Block::beforeRender(
  36. GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
  37. {
  38. if (needRequestModelInfo)
  39. {
  40. needRequestModelInfo = 0;
  41. World::INSTANCE->zClient()->blockAPIRequest(location, "\0", 1);
  42. }
  43. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  44. if (cApi && model->getVertexAnzahl() == 24)
  45. {
  46. int count = 24;
  47. zVertexShader->füllConstBuffer(
  48. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  49. zVertexShader->füllConstBuffer(
  50. lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 24 * 4);
  51. }
  52. else if (cApi)
  53. {
  54. int count = 1;
  55. zVertexShader->füllConstBuffer(
  56. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  57. zVertexShader->füllConstBuffer(
  58. lightBuffer, cApi->getVertexShaderLightBufferIndex() + 1, 4);
  59. }
  60. }
  61. void Block::afterRender(
  62. GraphicsApi* api, Shader* zVertexShader, Shader* zPixelShader)
  63. {
  64. CustomDX11API* cApi = dynamic_cast<CustomDX11API*>(api);
  65. if (cApi)
  66. {
  67. int count = 0;
  68. zVertexShader->füllConstBuffer(
  69. (char*)&count, cApi->getVertexShaderLightBufferIndex(), 4);
  70. }
  71. }
  72. void Block::api(char* message)
  73. {
  74. switch (message[0])
  75. {
  76. case 0: // hp change
  77. hp = *(float*)(message + 1);
  78. break;
  79. case 1: // model change
  80. {
  81. ByteArrayReader reader(message + 1, 10000, 0);
  82. ModelInfo info(&reader);
  83. setModelDaten(info.getModel());
  84. setModelTextur(info.getTexture());
  85. break;
  86. }
  87. case 2: // update fluid fill state
  88. {
  89. short fluidAmount = *(short*)(message + 1);
  90. if (this->skelett)
  91. {
  92. float z = (float)fluidAmount / 1000.f;
  93. Bone* b = this->skelett->zRootBone()->zFirstChild();
  94. b->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  95. b = b->zFirstSibling();
  96. b->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  97. b = b->zFirstSibling();
  98. b->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  99. b = b->zFirstSibling();
  100. b->setPosition(Vec3<float>(0.f, 0.f, z - 1));
  101. }
  102. }
  103. }
  104. }
  105. void Block::copyLightTo(Block* zB)
  106. {
  107. memcpy(zB->lightBuffer, lightBuffer, 24 * 4);
  108. memcpy(zB->lightData, lightData, 6 * 6);
  109. memcpy(zB->sideVisible, sideVisible, 6);
  110. }
  111. void Block::setLightData(Direction dir, unsigned char* data)
  112. {
  113. memcpy(lightData + getDirectionIndex(dir) * 6, data, 6);
  114. float dayLightFactor = 1.0; // TODO: day (1.f) - night (0.1f) adjustment
  115. if (model->getVertexAnzahl() == 24)
  116. {
  117. const Vertex3D* verticies = model->zVertexBuffer();
  118. for (int i = 0; i < 24; i++)
  119. { // TODO: calculate rotations
  120. Directions dirs = getDirectionsFromVector(verticies[i].pos);
  121. Vec3<unsigned char> light(0, 0, 0);
  122. for (int d = 0; d < 6; d++)
  123. {
  124. if ((dirs | getDirectionFromIndex(d)) == dirs)
  125. {
  126. light = Vec3<unsigned char>(
  127. max((unsigned char)((float)lightData[d * 6]
  128. * dayLightFactor),
  129. light.x),
  130. max((unsigned char)((float)lightData[d * 6 + 1]
  131. * dayLightFactor),
  132. light.y),
  133. max((unsigned char)((float)lightData[d * 6 + 2]
  134. * dayLightFactor),
  135. light.z));
  136. light = Vec3<float>(max(lightData[d * 6 + 3], light.x),
  137. max(lightData[d * 6 + 4], light.y),
  138. max(lightData[d * 6 + 5], light.z));
  139. }
  140. }
  141. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  142. *(int*)(lightBuffer + i * 4) = l;
  143. }
  144. }
  145. else if (dir == Direction::TOP)
  146. {
  147. Vec3<unsigned char> light = Vec3<unsigned char>(
  148. max((unsigned char)((float)data[0] * dayLightFactor), data[3]),
  149. max((unsigned char)((float)data[1] * dayLightFactor), data[4]),
  150. max((unsigned char)((float)data[2] * dayLightFactor), data[5]));
  151. int l = ((((light.x << 8) | light.y) << 8) | light.z) << 8;
  152. *(int*)lightBuffer = l;
  153. }
  154. if (data[0] | data[1] | data[2] | data[3] | data[4] | data[5])
  155. sideVisible[getDirectionIndex(dir)] = 1;
  156. else
  157. sideVisible[getDirectionIndex(dir)] = 0;
  158. }
  159. bool Block::isVisible() const
  160. {
  161. return true;
  162. //return sideVisible[0] || sideVisible[1] || sideVisible[2] || sideVisible[3]
  163. // || sideVisible[4] || sideVisible[5];
  164. }
  165. Vec3<int> Block::getLocation() const
  166. {
  167. return location;
  168. }
  169. const BlockType* Block::zBlockType() const
  170. {
  171. return zType;
  172. }
  173. Skeleton* Block::zSkeleton() const
  174. {
  175. return skelett;
  176. }
  177. Textur* Block::zEffectTextur()
  178. {
  179. if (hp < maxHP) return breakTextur;
  180. return 0;
  181. }
  182. float Block::getEffectPercentage()
  183. {
  184. return 1 - hp / maxHP;
  185. }
  186. Text Block::printLightInfo()
  187. {
  188. Text result = "NORTH[0;-1;0](";
  189. result += (int)lightData[0];
  190. result += ",";
  191. result += (int)lightData[1];
  192. result += ",";
  193. result += (int)lightData[2];
  194. result += ";";
  195. result += (int)lightData[3];
  196. result += ",";
  197. result += (int)lightData[4];
  198. result += ",";
  199. result += (int)lightData[5];
  200. result += ")\n";
  201. result += "EAST[1;0;0](";
  202. result += (int)lightData[6];
  203. result += ",";
  204. result += (int)lightData[7];
  205. result += ",";
  206. result += (int)lightData[8];
  207. result += ";";
  208. result += (int)lightData[9];
  209. result += ",";
  210. result += (int)lightData[10];
  211. result += ",";
  212. result += (int)lightData[11];
  213. result += ")\n";
  214. result += "SOUTH[0;1;0](";
  215. result += (int)lightData[12];
  216. result += ",";
  217. result += (int)lightData[13];
  218. result += ",";
  219. result += (int)lightData[14];
  220. result += ";";
  221. result += (int)lightData[15];
  222. result += ",";
  223. result += (int)lightData[16];
  224. result += ",";
  225. result += (int)lightData[17];
  226. result += ")\n";
  227. result += "WEST[-1;0;0](";
  228. result += (int)lightData[18];
  229. result += ",";
  230. result += (int)lightData[19];
  231. result += ",";
  232. result += (int)lightData[20];
  233. result += ";";
  234. result += (int)lightData[21];
  235. result += ",";
  236. result += (int)lightData[22];
  237. result += ",";
  238. result += (int)lightData[23];
  239. result += ")\n";
  240. result += "TOP[0;0;1](";
  241. result += (int)lightData[24];
  242. result += ",";
  243. result += (int)lightData[25];
  244. result += ",";
  245. result += (int)lightData[26];
  246. result += ";";
  247. result += (int)lightData[27];
  248. result += ",";
  249. result += (int)lightData[28];
  250. result += ",";
  251. result += (int)lightData[29];
  252. result += ")\n";
  253. result += "BOTTOM[0;0;-1](";
  254. result += (int)lightData[30];
  255. result += ",";
  256. result += (int)lightData[31];
  257. result += ",";
  258. result += (int)lightData[32];
  259. result += ";";
  260. result += (int)lightData[33];
  261. result += ",";
  262. result += (int)lightData[34];
  263. result += ",";
  264. result += (int)lightData[35];
  265. result += ")\n";
  266. return result;
  267. }